<< Back to Warzone Classic Forum   Search

Posts 1 - 12 of 12   
New Special Units???: 2/2/2020 17:45:12


JK_3 
Level 63
Report
There has been speculation regarding the addition of new special units in the future. Currently the only in-game unit is the Commander: https://www.warzone.com/wiki/Commanders.

A mod has been made that replaces Commanders with Medics: https://www.warzone.com/wiki/Special_Units_Are_Medics.
Please note that this Medic unit is just a renamed commander, and that the mod changes the amount of armies in surrounding territories rather than add a real new unit. This means that adding new units would most likely require a major overhaul of the game code, so it will probably not happen for a long time :(

What kind of new units would you like to see added, and how would such a unit work??

Edited 2/2/2020 18:12:15
New Special Units???: 2/2/2020 17:45:42


{N.W.} Hi
Level 59
Report
Elite units
New Special Units???: 2/2/2020 17:46:04


{N.W.} Hi
Level 59
Report
Like stronger soliders that are not commanders
New Special Units???: 2/2/2020 17:47:07


{N.W.} Hi
Level 59
Report
maybe a theif in commerence games
New Special Units???: 2/2/2020 17:50:11


JK_3 
Level 63
Report
Suggestion from Kratt: thieves (Hi also stole it from Kratt)

I think they should work by stealing all income associated with the territory they are placed on. This would then mean that the opponent needs to be in control of the whole bonus (minus the territory with the thief) in order for that income to exist in the first place.

The thief unit would have an army strength of 0, and would need to be defended by another army.

EDIT:
Stealing the income means that whoever the thief unit belonged to, will get the income instead of his/her opponent

Edited 2/2/2020 18:06:13
New Special Units???: 2/2/2020 18:05:30


JK_3 
Level 63
Report
New suggestion from Kratt: saboteer / kamikaze unit

This unit removes all income from a territory if he (attempts to) attacks that territory. This will also happen if the attack is failed. Please note that income = income from ALL bonuses where that territory is part of + income from cities on that territory. Note that this just removes the income (so basically local sanctions).

The saboteer unit would have an army strength of 0, and would need to be defended by another army.
New Special Units???: 2/2/2020 21:50:58


Viking1007
Level 60
Report
a unit that if a play runs it into a territory with more armies on it than the unit, the opponent gets 1/4 of the opposing player's armies!
New Special Units???: 2/3/2020 03:21:13


AbsolutelyEthan 
Level 63
Report
check the uservoice for all of the already suggested special units.
New Special Units???: 2/4/2020 14:43:48


JK_3 
Level 63
Report
Thanks for the tip Thanos, I will check it out.

Thing I found:
When creating a game players will have the option to enable the card market.

The idea behind it is that players recieve coins (or some other type of currency) as they capture territory just like normal cards. These coins can be used in the cards menu to purchase cards.

It can be used alongside the normal cards or games can be created that reward exclusively coins.

This mechanic can also be very customisable, as players would have the option to:
-Reward coins for every territory captured that turn.
-Reward coins per turn. They can be rewarded by a set amount, or be dynamic, rewarding more (or less) coins as turns go by or based on the player's income.
-Enable the purchasing of individual card pieces.
-Lock the purchasing of cards until a certain turn (Example: Spy cards cannot be purchased until Turn 5)
-Have a cooldown on the amount of cards that can be purchased over a period (Example: Reinforcement cards can only be purchased every 3 turns)
-Limit the amoint of cards that can be purchased per turn (Example: Only up to 3 cards can be purchased each turn)
-Customise the cost of a card or a card piece.
Such a 'market' could also be used to buy the special units, however this may be leaving the original WZ a bit further behind.

Other thing I found:
Example Bonus:
Fortress Bonus, is a fortress is this territory, now is 40% more hard to take.

Special Units:
Normal Unites (1 Action Points)
Artillery>Ignores Fortress Bonus (3).
Special Unites>Strong Againts Normal Unites,Weak Againts Artillery (2)

Players Stars whit 500 by default (like 5 troops).

Host Chose to disable Special Unites
And disable Fortress Bonus
I would have these units disabled by default, with host having to enable them. As for the numbers behind the units, I guess these are armies they would cost to deploy (i.e. deploying a normal army has a cost of 1, while an artillery would cost 3)
New Special Units???: 2/5/2020 05:28:35

KingEridani 
Level 55
Report
Heres one that might be easier to do with what is already built into the game.

The Multi-attacker, a commander like unit that allows multi-attack for itself and its stack only.
New Special Units???: 2/5/2020 05:54:23


TBest 
Level 60
Report
A few things. First, special units are very special. As in https://www.warzone.com/wiki/Mod_API_Reference:SpecialUnit
Note that players should generally not have more than 3 special units in their control at any point in time. This rule is not currently enforced by the game, but it may be enforced at some point in the future, so it's recommended that mods don't exceed that limit.

Also note that mods may not add special units to the game unless One Army Must Stand Guard is turned off.
In other words, they should be very powerful.

It is also worth noting that a lot of what is on Uservoice is best done as a mod first. Some of them are quite simple to implement as well.
New Special Units???: 2/5/2020 07:35:05


JK_3 
Level 63
Report
I agree with TBest on
It is also worth noting that a lot of what is on Uservoice is best done as a mod first. Some of them are quite simple to implement as well.
, however I haven't learned how to make mods yet.
Posts 1 - 12 of 12